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🔭Scouting & Prospects

Send your scouts around the world to find tomorrow's stars.

Quick guide: discover tomorrow's stars

Scout credits

Everything in scouting is paid with scout credits. New clubs start with 5,000 credits, and you can top up in the shop (10,000 or 150,000 credits, paid in $GOAL). Your balance lives on the Credits tab.

Your scouts

You start with one scout for free. You can hire up to 5 scouts with credits (3,000, 6,000, 12,000 and 24,000 for scouts 2 to 5).

Each scout has 10 skills, from level 1 to 10. Some of the most useful:

  • Eye: how precisely your scout reads a prospect's rating.

  • Speed: shorter missions (up to 45% faster).

  • Communication: opens more countries to scout in.

  • Slots: how many missions the scout can run at the same time.

You can train a scout's skills with credits and time, one skill at a time.

Missions

To find prospects, launch a mission and choose:

  • Age range: 14-16, 16-18 or 18-21.

  • Position: any, field player or goalkeeper.

  • Duration:

Duration
Cost

6 hours

50 credits

24 hours

100 credits

48 hours

150 credits

72 hours

220 credits

7 days

300 credits

  • Deep search: costs 50% more, for a better chance of success.

  • Where to scout: 39+ countries, some of them unlocked by your scout's skills. Better scouts can cover several countries in one mission.

The ledger shows the total cost and your chance of success before you launch. Longer missions, better scouts, deep search and more countries all raise it. Changed your mind? Cancel within 60 seconds for a full refund.

Prospects

When a mission ends, your scout comes back with prospects. Each one shows an estimated rating range: the better your scout's Eye and the longer the mission, the more precise it is.

  • Background check (500 credits): reveals the prospect's potential and traits.

  • Sign: the prospect joins your squad straight away.

  • Dismiss: let them go.

You can hold up to 20 prospects and active missions at once, and unsigned prospects leave after 30 days.